The September/QoL Conquest Update
Loads of fixes, quality-of-life changes, and the September changes for the next vicious Conquest Cycle!
Fix ALL the Things!
Less protection, but also more freedom for participants. You can read more about this here.
Don't despawn so much, also don't double up anymore.
Entirely overhauled to be through inventory-interfaces, no more Chat! More visuals to help show stuff.
Lingering was 2 stronk, slow had no counterplay.
Easier to tell their health now
More explody bits at the end and a new Core mechanic!
Loads of fixes, quality-of-life changes, and the September changes for the next vicious Conquest Cycle!
Fix ALL the Things!
- The majority of this update was to completely rewrite how the Data for Conquest works on the backend. This solves a ton of tiny bugs that were always cropping up during fights and should mean more stability during server restarts, and hopefully a lot less broken inhibs.
- This update branch started July 30th, so nearly a month of parallel work.
- 144 unique changelists.
- 70 file changes.
- 2,869 additions and 3,694 deletions
- This means this update took out more code than it added!
Less protection, but also more freedom for participants. You can read more about this here.
- Balak no longer has a vulnerability window. If eligible to fight there, you can place whenever you want. The usual Continent Vulnerability Windows apply to all Balak fighting.
- As a result, there is no longer a Marathon (rip) which means there is no longer KoD on Balak (except during actual conquest fights of course).
- As a result of this, the Vuln windows for participants are no longer affected and so they'll no longer have up to 12 hour windows. 8 hours just like everybody else.
- Additionally, there is no longer a protection on Balak Participants for fighting back home. Being on Balak no longer guarantees you immunity from being attacked back on your continent.
- However, there is now a global restriction in which no town can have more than 2 Inhibitors onlining against it at any time. If you place inhibs on others, that does not affect this, so you could still have more than 2 fights going on at a time.
Don't despawn so much, also don't double up anymore.
- Fixed a lot of the spawning code so that they don't randomly despawn so frequently. They should be much more stable and not disappear in front of you from time to time.
- Fixed 2x/3x golem spawns. Should only ever be at most 4!
Entirely overhauled to be through inventory-interfaces, no more Chat! More visuals to help show stuff.
- Major GUI overhaul. No more in-chat [Click Commands] anymore.
- Every aspect of warping to fights, requesting warps, requesting to fight for reinforced fights, etc. This now all driven by an in-game menu when you click the Beacon/Spawn Beacon button.
- Accepting merc requests and beacon warps are still in chat commands, but at least for the former, that can become a GUI at some point (probably with player heads). We'll likely keep beacon-warp requests as chat commands because that way you can still approve them from the battlefield.
- You can now see lots of extra information about fights in an organized way including how many people are warping to specific fights, etc.
- You can now remove yourself as a merc in the Beacon GUI by shift-clicking a fight that you're allowed to go to.
- When warping, a ring of End Rod particles now spawns around all beacons/spawn beacons. This indicates how close you have to be still get warped by the beacon.
- The destination warp particles for beacons (when players are about to warp in) that start at 15s have been changed to a neat new effect. It should now be easier to tell the exact moment the warpers will arrive.
- FIXED: You can no longer use a beacon at all if you are locked to another town. Previously, you could, but then when you teleported, you'd just get immediately kicked back to spawn.
Lingering was 2 stronk, slow had no counterplay.
- Lingering Death Module Changes:
- The Bleed applied has been decreased from 8s -> 7s
- Module fire rate has been increased from 15s -> 30s (only has 1 cloud per module, rather than 2).
- The Lingering Death Zone (bedrock) no longer heals allies.
- Slow Module Changes
- Now acts just like Lingering Death. Will shoot at nearby enemies and a zone of Prismarine will grow on the ground. Players that stand on this prismarine will receive Slowness II for 7s until they get off of it.
Easier to tell their health now
- To better differentiate the heal of lamps, they now smoulder more strongly at the various percentages. Additionally, at 40% and 20% health, sparks will begin to fly out of the modules so you can see when they're almost down.
More explody bits at the end and a new Core mechanic!
- When the Core explodes, the crystal on top of the TGen now also explodes and smoulders for awhile! It will regenerate when that TGen can be attacked again.
- New Core Attack - Combustion
- Combustion - A random attacking player or Endermite will be selected to become a Bomb. That player has 6 seconds to get out of the area before detonating, doing massive damage to all players within 10 blocks and within Line of Sight of the bomb.
- In the case of a lovely Endermite receiving it, then players will need to flee the area before it explodes, for Endermites are not hasty and have no concerns for this world or its inhabitants.
- The player who actually has Combustion will receive minor damage.
- If the player or Endermite are slain while they have Combustion, they will immediately detonate.
- Beheading on Balak is global, not just on your home continent.
- You can no longer call Reins on Wilds fights...
- Fight Saves - Lamp Health will now persist through server restarts. Core health does not yet, however.
- A lot of verbage was changed, moved around, reworded, etc. There were still many places where the messaging behind why you couldn't do X was confusing, or flatly wrong. The messages should be more informative and accurate. You should always know why you can't do something. If you find these things still confusing, wrong, or missing, please /report!
- Tons of bugfixes and performance updates, all mean to continue to reduce the number of lagspikes that happen during Conquest fights. There's still work to be done here, but this update is a big step in the right direction towards planning for the future as well as cleaning up a ton of old/bad code that was written years ago when Conquest first released.
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